SILO CAMPBALL / RULES

Rules

Find your feet.
Understand the game.

Build your formation. Open the field. Make your move.
Start with the essentials of modern civil Campball.

Illustrative Campball players carrying and chasing the ball on a community field
MODERN CIVIL CHAOS Local pride. Open rivalry.

01 / THE BASICS

A field. Two teams.
More than one way to score.

100 × 48 mFull-size field
12 → 15Active players per team
4 × 20Minute periods
Non-contactFlag defence

Campball combines an opening relay, formation building and a contest for space. Carry, throw, roll, bounce or rebound the ordinary ball to progress. Open play is hand-led; feet are reserved for designated plays.

02 / HOW PLAY UNFOLDS

Earn the advantage.
Then open the game.

  1. Race for advantage

    Four runners build a live relay line. The winning team earns the first point, first possession and an opening player advantage.

  2. Enter The Fray

    When the whole ball enters The Fray, both holding lines drop and the centre opens into a scramble for control.

  3. Occupy four

    Each Attack Strip has four Camps. Occupy all four simultaneously to unlock the route ahead. Keep at least one attacker behind to keep the chain live.

  4. Bring in reinforcements

    Teams build from 12 towards 15 active players: 13 at the second flag, 14 at the camp-side line and 15 at the fray-side line.

  5. Choose your finish

    Work towards a legal release or a controlled breach of the Camp. A Campball steal creates a different challenge: complete the return route to your own Camp.

03 / SCORING

Every route has its reward.

Ordinary scoring depends on the legal release area or a controlled breach. The separate Campball offers a return challenge.

1POINT

Central release

Score from the central release area.

2POINTS

Open release

Score from the open release area.

3POINTS

Corner release

Score from the corner release area.

4POINTS

Controlled breach

Carry the whole ordinary ball through the Camp under control.

7POINTS

Campball return

Bring the opposition Campball through every adjacent area and breach your own Camp with the whole ball.

Lifting the opposition Campball from its pedestal inside the Barbican scores nothing on its own. Complete the return to earn the points.

AFTER AN ORDINARY SCORE

The Gate Kick

Two attackers face the Gatekeeper in the camp-side Guard Strip with 10 seconds to play. Use feet and lower legs to pass, set or volley. The final kick must leave the foot before time expires.

1 point over the crossbar.
2 points through the Camp underneath.

A DESIGNATED PENALTY PLAY

The Penalty Raid

Three attackers face the Gatekeeper and one nominated Camp Guard with 30 seconds to score. Carry, pass, roll or bounce for the ordinary 1–4 points.

A flagged attacker leaves the raid. The Campball is out of play.

04 / FLAG DEFENCE

Challenge the play.
Respect the player.

Players wear two detachable hip flags. Defence is a clean flag pull, without body contact.

The order matters.

Release first: the ball stays live.

Flag first: the controlled attempt stops.

Read the code of conduct →Safeguarding & welfare →

05 / RULES & RESOURCES

From first look to full understanding.

The essentials above are a starting point. These resources will give players, clubs and officials the detail they need.

In preparation

Complete Laws of Play

The full match rules, roles, restarts, infringements, officiating and procedures for deciding a tied score.

In preparation

Field specifications

Full-size dimensions and markings, plus smaller-size options for local club grounds, with any rule variations clearly identified.

In preparation

Animated plays

Step-by-step explanations of the relay, field progression, flag defence, scoring and Campball returns.

PUT IT INTO CONTEXT

See the game take shape.

PitchesExplore the field and equipment plans →LearnDiscover the learning resources planned →WatchGet to know the game from the touchline →